I really think there needs to be a simple linear progression and we don't need these inflated numbers every expansion. There doesn't need to be a huge difference between 50 and 100, and the ilevel bloat each expansion needs to be reduced.


I really think there needs to be a simple linear progression and we don't need these inflated numbers every expansion. There doesn't need to be a huge difference between 50 and 100, and the ilevel bloat each expansion needs to be reduced.


My oracle on Astro (not bis) is doing ~203,000 damage with buffs and a crit. There is literally no way that is happening with level 90 gear, even close to it
I think at lvl 80 I needed 1-3 GCD to kill an A mob in ARR regions. Now as lvl90 I need more than a minute. I don't have lvl 100, but still interesting to see.
I am not sure if I will be more powerful at lvl100 than I was with my old lvl80 in ARR regions.
Hard disagree on this part, the ilvl progression is one of the tightest I've seen in MMOs (other than electronic sandpaper like Black Desert where you spend days/weeks grinding currency to have a chance to gain 1 measly AP, lol), and it's actually one of the biggest limiting factors the game suffers from.
Twenty ilvl between Normal and Savage (and considering that the Normal ilvl will be hit almost immediately by most endgame players due to it also being HQ Crafted ilvl) is already not really enough to include a decent spectrum of rewards, which leads to the generally seen situation (where you have on the one side content that has to be easy enough for just about anyone, while the hard mode has to be spicy enough to retain the attention of multiple time Legends, which completely leaves out the bulk of the playerbase that is going to be somewhere in between).
If anything, they need to bite the bullet and allow the ilvl "bloat" to grow a little more (maybe not quite as bloated as WoW's but still) ...

Stats and number are meaningless in this game. You could divive by 100 000 the current number and it will be the same. It's just an illusion for "kids that loves big numbers". But hitting 100 000 on a monster that have 10 000 000 hp or hitting of 10 on a monster that have 1000 hp is the exact same thing.
Gears is also meaningless. Many people aim for the BIS as it's important. But, to get your Bis, you do savage raid with weaker gear. and you have nothing stronger to fight than that. So when you get your BIS, in the end, it just makes the current savage fight more forgivable. But if you can clear it with a weaker gear, then, there is absolutely no reason to farm the set, except if you like the glamour. And when the next patch is released with the new raid tier, you BIS is too low ilvl to enter the new raid tier anyway.
And one last thing : On every expansion, they add "new skills" but removes a LOT of old skills, so you don't end up with 100 skills to put in your bars. So, the level 50 you played back in ARR was way more complex and felt stronger than the level 50 you can play today, and it's true for every expansion. You'll feel you "miss skills" and have few actions, which is true because of the way they design the jobs and remove skills at every new expansions. Story wise, you get stronger, playstyle wise, it's similar because we always have a similar amount of skills between each expansion.
Honestly some classes genuinely don't feel that different at 90 and 100 because are doing fundamental changes and just reskins of old attacks with bigger numbers.
On one hand, that absolutely helps with button bloat, which is becoming a big issue for lots of jobs. But then everything feeling so rotationally samey.
It's tricky since I don't know which I would prefer. Easy hotbar I can play with in the heat of messy fights that becomes second nature, or the feeling of getting new skills and techniques often to weave in like you do at lower levels.
Troll post. The information on the left hit a flag with me, so I checked Raziel's Lodestone, he has no L100 jobs.
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